Promotional Warhammer 40K banner featuring a spiked armored creature on the left and three skull icons with a neon '#NEW40K' tag on the right.

Death Guard Expand Their Rotting Toolbox While Cities of Sigmar Keep Their Mixed Heritage Alive

Games Workshop put out two very different updates here. So, one is a hard rules preview for a notoriously stubborn 40K army.

Meanwhile, the other is a roster and army-building clarification for Cities of Sigmar players. Taken together, they show two useful sides of modern Warhammer support. One pushes new playstyles forward, while the other tries to ease an awkward transition without cutting older collections loose.

Rotting engines, fly-shrouded assaults, and plague-spreading champions give the Death Guard more ways to bully the table

Battle scene of heavily armored green Orks charging red armored robots in a smoky battlefield, with the Warhammer Community logo in the corner.

The Death Guard faction focus is the heavier of the two pieces, and it does a strong job showing that the army is no longer just “slow infantry plus disgustingly resilient vibes.”

Infographic titled Detachment Rules: Warped and rusted animus; explains corrupted Death Guard war machines and weapon options, including Foetid Bloat-Drone with heavy blight launcher, Helbrute, and Myphitic Blight-Hauler, plus the Contagion Engine and engine detachment rule.

First, Contagion Engines gives several daemon-tainted vehicles, including Foetid Bloat-drones, Helbrutes, and Myphitic Blight-haulers, the CONTAGION ENGINE keyword and hands their ranged weapons Assault, which is a huge quality-of-life boost for an army that normally lumbers into position.

Upgrade screen for 'Parasitic Woe-Reaper' under Enhancements, with flavor text about contagion engine and healing D3 wounds in a unit.

Moreover, the piece highlights Parasitic Woe-reaper, which lets one model in a Contagion Engine unit heal D3 wounds after fighting, and Bloodrust Deluge, which can Afflict a target for a shooting attack and combine especially well with Helbrutes already wounding Afflicted enemies more easily.

Tabletop game card: Bloodburst Deluge — Contagion Engines Stratagem with flavor text and sections WHEN, TARGET, EFFECT describing contagion attack.

Then the focus shifts to Flyblown Host, and honestly this is the most interesting detachment of the lot.

Epic Warhammer 40,000 battlefield with green-armored Orks clashing against armored troops amid ruined debris; Warhammer Community logo top-left and #NEW40K banner bottom-right.

Up to two Plague Marine units gain Infiltrators during deployment, Insectile Murmuration lets those units re-roll wound rolls of 1 against enemies within Contagion Range of a friendly unit, and Eye of the Swarm gives their ranged attacks Close-Quarters, which is the renamed Pistol rule and lets them shoot while locked in melee.

Poster explaining Verminous Haze detachment rules: Plague Marines, Infiltrators, and the Flyblown detachment tag.
Upgrade card titled Insectile Murmuration; describes buzzing swarms responding to Nurgle's disciples and their target, with wound-roll effects for Plague Marines.
Card: Eye of the Swarm — Flyblown Host Stratagem. Describes vermin swarms closing in on a Plague Marines unit with WHEN, TARGET, and EFFECT sections.

So, the detachment feels less like a gimmick and more like a proper rotten mid-board assault package.

Slide on close-quarters weapons and shooting options, with the [CLOSE-QUARTERS] header and bullet points about attack choices.
Epic Warhammer 40,000 battle scene with green-armored Orks clashing with blue Space Marines amid a ruined industrial cityscape; central giant Ork commander leads the charge as others swarm forward.

Finally, Paragons of Putrescence boosts all Death Guard Characters by adding 3 inches to their Contagion Range, up to 12, then layers on tricks.

Poster-style card titled 'Detachment Rules: Hypervirulent Strains' with descriptive text about Death Guard and contagion range bonuses to 12 inches.

For example, Host of the Hybridised Pox, which can add another plague effect once per battle, and Aggravus Spasms, which increases an enemy unit’s detection range by 6 inches if it is visible and within Contagion Range.

Game card titled 'Host of the Hybridised Pox' with flavor text about Death Guard Infantry, Plagues, and battle rules for a tabletop game.
Card from a game: title 'AGGRAVUS SPASMS' with blue banner 'PARAGONS OF PUTRESCENCE STRATAGEM' and descriptive text about contagion paroxysms forcing victims to reveal positions; notes 'WHEN' start of Shooting Phase, 'TARGET' one Death Guard unit, and 'EFFECT' one visible enemy unit within Contagion Range with +6 detection range. On the right, vertical icons are decorative.

As a result, the whole preview sells three linked Death Guard fantasies at once: corrupted vehicles grinding forward, Plague Marines appearing far too close, and plague champions turning the table into one giant infection zone.

Cities of Sigmar preserve older aelves and duardin for now while rewarding new mixed-arms formations

Tabletop Warhammer battle scene with armored infantry advancing toward a cloaked sorcerer at the center on a fiery, lava-lit board amidst ruined cavern walls.

The Cities of Sigmar article is much shorter, but it is quietly important. First, Games Workshop confirms that the new battletome does not include every older option from previous Cities rosters. However, it also says a free battletome supplement is coming, and that supplement will cover many of the older aelven and duardin units, plus some human choices such as Steam Tanks, Battlemages on Griffons, and Flagellants.

Warhammer Community logo in top-left with a massive tabletop battle scene of armored troops marching through mist around a siege engine fortress.

Just as importantly, that supplement will remain fully legal for the duration of the next General’s Handbook, which is due next month, before those units move to Legends after roughly a year. So, this is not a permanent save, but it is a meaningful grace period for existing collectors. Meanwhile, the article makes clear that the battletome still has a new in-faction route for bringing non-human allies into the army. A fresh Army of Renown allows Lumineth and Fyreslayers to fight alongside Sigmarite troops, and its Forces of Order passive specifically rewards a true mixed formation. If three friendly Allies of the Free Cities units stay wholly within 12 inches of each other, with one Aelf, one Duardin, and one Sigmarite unit among them, those units gain Ward (5+) against shooting attacks, +3 control score, and +1 to wound in combat.

Rule page titled 'FORCES OF ORDER' from a game book. Describes the 'ALLIES OF THE FREE CITIES' effect: Ward (5+) for those units, +3 to their control scores, and +1 to wound rolls, with three bullet points about shooting, control scores, and combat.

That is a very chunky reward, and it strongly suggests the new design goal is not simply “humans only.” Instead, it is a more structured combined-arms alliance where your mixed heritage army actually functions better for standing shoulder to shoulder.

author avatar
Sam
The resident Flames of War, Historical, and narrative gaming expert. I have been playing tabletop games for 20 years with armies for 40k, Warhammer Fantasy, Horus Heresy, Age of Sigmar, Flames of War, Legions Imperialis, Battlefleet Gothic, and even Titanicus. I love narrative campaigns above all and dabble in customs missions too.

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